Hyper Street Fighter II: The Anniversary Edition – Move List and Guide
PlayStation 2
Move List and Guide by x MJ x
Updated: 09/30/2008
Hyper Street Fighter II: The Anniversary Edition Guide by MJ -------------------------------------------------------------------------------- Joystick Abbreviations: Punches UB U UF UB = Up-Back (LP) (MP) (HP) \ | / U = Up UF = Up-Forward (LK) (MK) (HK) B <--- ---> F B = Back F = Foward / | \ DB = Down-Back Kicks DB D DF D = Down DF = Down-Forward Game Abbreviations: SF2 = The first version of SF2. Also known as World Warrior. CE = Championship Edition. The second version of SF2. SF2T = SF2 Turbo. Also known as Hyper Fighting. SSF2 = Super Street Fighter 2: The New Challengers. ST = Super Street Fighter 2 Turbo. Called ST for short. The only version with super meters. Game mechanics: Throws = Depending on character it's done by pressing Forward or Backward and pressing MP, HP, MK, or HK. Tech throws = When your opponent throws you, enter a throw command (back or (ST only) forwards plus MP or HP or MK or HK) within 13 frames, and you will take half the damage and recover in the air. Teching can only be done by ST characters when thrown by another ST character. Multi-hit throws like Dhalsim's Noogie, Blanka's Bite, Balrog's Headbutts, Ken's Kneebash can't be tech but they can be mashed out of by hitting the diagonals on the stick and mashing the buttons. Terminology: 360 = 360 motion on the joystick 720 = 2 spins on the joystick Cross-up = Jumping over opponent for combo possibilities crouching = Low attacks. Press Down. standing = attacks that are in standing position wake up = when you/opponent rises from the ground corner = edge of the screen O. = Old character version Overhead = hits a crouched opponent Jump in = Jump at opponent buffer = inputting a special move command during a normal stored = holding the last input to release after a button press invincible = character becomes invulnerable to attacks frame advantage = character can attack again during a blocked attack pokes = using high priority normals to attack normals = regular moves, non special moves reversal = countering a attack, when rising or standing juggling = multi-hit air attacks recovery = how fast a attack animation completes startup = the beginning animation of a move priority = moves that beat other moves clean ticks = blocked LP's or LK's that lead to throws and 360's re-dizzy = combos that can dizzy again anti-air = punish jump in attacks 2-in-1 = a single attack that hits 2 times. Also it can mean air attacks that you can do 2 attacks in 1 jump. How to pick Old Characters: Hold down Start, Select SuperT mode, release Start and pick character. * Old Characters cannot tech throws. Move List: - Ryu - -------------------------------------------------------------------------------- Fireball - D, DF, F + any Punch Hurricane - D, DB, B + any Kick (can be done in air in SF2 Turbo and up) Dragon Punch - F, D, DF + any Punch Red Fireball - B, DB, D, DF, F + any Punch (SSF2 / ST only) Overhead - F + MP (2 hits) (ST only) Rush Punch - F + HP (2 hits) (ST only) Super Fireball - D, DF, F x 2 + any Punch (ST only) Combos: [SF2] Cross-up HK, D + LK x 4 times Jump in HP, standing HP, HP Fireball Jump in HK, crouching LK, press LK + HP together, HP Fireball [CE] Jump in HK, crouching MP, HK Hurricane Cross-up HK, crouching MK, HP Dragon Punch [SF2T] Jump in HP, Up + HK, HK air Hurricane Cross-up HK, crouching MP, crouching MK, HP Fireball [SSF2] crouching LK, standing HP, HP Fireball near corner: Cross-up HK, crouching MP, crouching MK, HP Fireball [ST] on crouching opponent: F + MP, crouching MK, HP Fireball or Super crouching LK x 3, Super Fireball when a opponent jumps at you: jump MP x 3 (juggles) when opponent jumping at you: jumping MP (2 hits), jumping MP, Super Fireball Notes: [SF2] Most his combos dizzy. Hurricanes can go through Sonic Boom's and Yoga Fire. LP Dragon Punches can go through fireballs. [CE] Faster Fireball, good for corner lockdowns. [SF2T] invincible Hurricane upclose, use LK hurricane near opponent to beat most attacks. Also you can 2 in 1 the air hurricane for 2 hits. [SSF2] Hurricane's arc from this game to Super Turbo. Good for cross-ups. [ST] New normals (F + MP and F + HP). F + MP hits crouched opponents; follow it up with a sweep or crouching MK, HP Fireball. F + HP blocked gives you frame advantage so you can attack right after or throw; also tack on crouching MK, HP Fireball afterwards if you connect. Air MP juggles 3 times. Best version: ST Basic Strategy: Lockdown opponents in corner with fireballs. Punish jump in attacks with Dragon Punches. Blocked crouching HK into fireball is a great pressure tool. LP Dragon Punch is a great move upclose to stop any close attacks, also on wake up. Use it sparingly or you can be thrown. His Super Fireball has great block damage, use it on a rising opponent for free damage. - Ken - -------------------------------------------------------------------------------- Fireball - D, DF, F + any Punch Hurricane - D, DB, B + any Kick (can be done in air in SF2T and up) Dragon Punch - F, D, DF + any Punch Slap Kick - F + HK (ST only) Combo Kick - D, DF, F + any Kick (hold Kick for an overhead) (ST only) Super Dragon Punch - D, DF, F x 2 + any Punch (ST only) Combos: [SF2] Jump in HK, standing HP, LP Dragon Punch crouching LK x 3, standing HP [CE] Cross-up HK, standing HP, HK Hurricane Cross-up HK, standing HP, HP Dragon Punch [SF2T] Jump in HK, Up + HK, HK air Hurricane Jump in HP, crouching MP, crouching HK Jump in HK, air Hurricane (dizzy) [SSF2] Cross-up HK, standing LP, crouching LP, HK Hurricane Cross-up HK, standing HP, HP Dragon Punch [ST] Cross-up MK, crouching MK, MK Combo Kick (hold K), D + HK Jump in HP + LK air Hurricane (2-in-1), crouching LK, Super crouching LK x 3, Super Dragon Punch Notes: [SF2] Most his combos dizzy. Hurricanes can go through Sonic Boom's and Yoga Fire. LP Dragon Punches can go through fireballs. [CE] faster Fireball, dragon punch arcs; good for corner lockdowns. [SF2T] faster Hurricane. Jump in HK, air Hurricane dizzy's most of the time [SSF2] Hurricane's arc from this game to Super Turbo. Good for cross-ups. 3 hit dragon punch. [ST] MK throw is great, good for mix ups. You can walk under a opponent after. HK Combo Kick (no hold) will move Ken to the otherside when a opponent is knocked down. Old Ken has a superior LP Dragon Punch that can beat most all close attacks. Best version: ST, Old Ken Basic Strategy: Ken can be good offensivly and defensively. He plays just the same as Ryu when it comes to fireball traps. In other areas his MK throw is a great tool for mix-ups. Use jumping LP to land a throw. Learning crouching LK x 3, Super Dragon Punch in conjuction with MK throw is godly. Remember you can 2-in-1 air hurricanes. It's great to 2-in-1, walk forward and MK throw. It fools opponents most of the time. With O.Ken you can focus his whole game around his LP Dragon Punch. Its a high priority move that pretty much beat most moves upclose. Try mixing in his fireball traps with upclose LP Dragon Punches. Even blocked it recovers fast and you can do another Dragon Punch. - E.Honda - -------------------------------------------------------------------------------- Headbutt - Charge Back for 2 secs, Forward + Any Punch Hand Slap - press any Punch rapidly Butt Slam - Charge Down for 2 secs, Up + any K Sweep - Back or Forward + HK (ST only) Ohicho Throw - F, DF, D, DB, B + any Punch (ST only) Double Headbutt - Charge Back for 2 secs, Forward, Back, Forward + any Punch (ST only) Combos: [SF2] Cross-up MK, standing MP, standing MK Cross-up MK, standing MP, crouching HP [CE] Jump in HK, standing MP, MP Hand Slap Jump in HK, HP Headbutt [SF2T] Cross-up MK, standing MP, crouching HK Cross-up MK, F + MK, standing LP [SSF2] standing LP, standing LK, LP Hand Slap Jump in HK, crouching LK, HP Headbutt [ST] Cross-up HK, standing LP, standing MP, standing HP store Double Headbutt, Jump in HK, any Punch Notes: [SF2] HP and HK throws do alot of damage [CE] can move back or forward during Hand Slap [SF2T] Gained Butt Slam, can go thru fireballs [SSF2] Throws toned down [ST] Gained command throw Ohicho. Can be stored by holding the DB input then press any Punch. Also you can store his Double Headbutt by inputting the super command and hold Forward then press Punch when you want to. The 1st headbutt can eat any on screen fireball. The 2nd headbutt is vulnerable to Dragon Punches / Tiger Uppercuts / Cannon Spikes / fireballs etc. Best version: ST Basic Strategy: Honda is a slow character and is suspictable to anyone with a fireball. You need to learn to use Butt slam to progress forward. When you progress forward use Hand Slaps to stuff any fireball or sweep attempts. In range F + HK is great to beat fireballs too. When you get a opponent on the ground use cross-over HK or D + MK to start combos or mix-ups. LP Headbutt is a great anti-air tool. Use it on jump attempts on you. Also use it on wake up. You can walk under a bear hug throw for some mix up options. Ohicho is your main tool upclose. Use it after a blocked crouching LP. Remember you can store the move. Butt Slam on wakeup has some invincibility and will pass fireballs (even Ryu's super). - Chun-Li - -------------------------------------------------------------------------------- Lightning Kick - press any Kick rapidly Spinning Bird Kick - charge Down for 2 secs, Up + any Kick Fireball - B, DB, D, DF, F + any Punch Upward Kick - charge Down for 2 secs, Up + any Kick (ST only) Spinning Bird Kick - Back for 2 secs, Forward + any Kick (ST only) Fireball - Back for 2 secs, Forward + any Punch (SSF2 / ST only) Super Lightning Kick - Charge Back for 2 secs, Forward, Back, Forward + any Kick (ST only) Combos: [SF2] Jump in MK, standing MP, standing HP Jump in HP, crouching MK, crouching HK [CE] Cross-up HP, standing MP, F + MK in air, D + MK x 4 times [SF2T] Jump in HP, standing HP, HP Fireball Jump in HP, standing HP, HK Lightning Kick [SSF2] corner only: Jump in HP, standing HP, HP Fireball, D + MK Jump in HP, standing MP, D + MK, D + HK [ST] old Chun only: Jump in HP, B + MK, HP Fireball Jump in MK, D + MP, HK Upward Kick, Super Lightning Kick charge Super Lightning Kick, Jump in HP, standing HP, any Kick, HK Upward Kick Notes: [CE] Excellent normal moves. Crouching and standing MK beats fireballs. Good throw damage. [SF2T] use fireballs has a shield to get close. Jumping LK is excellent for mix-ups. [SSF2] fireball is a charge move, can be use in a combo. Standing MP is great. [ST] Super Lightning Kick can be stored. Input the super command and hold Forward and press Kick when you want to. Tack on a Upward kick after a super. Upward kick is great to use when you rise from the ground. Best version: ST Basic Strategy: Chun-Li's normal moves are great and have priority. Crouching MK is your main weapon, it's fast and beats mostly other peoples normals. You can apply some pressure with fireballs too like Ken/Ryu. Lightning Kicks can beat most lunge attacks like Bison's Psycho Crusher, Dhalsim's Drill, Honda's Headbutt, Balrog's Rushes, Blanka's Ball. Remember her Super can go through fireballs. - Blanka - -------------------------------------------------------------------------------- Electricity - press any Punch rapidly Ball - Charge Back for 2 secs, Forward + any Punch Headbutt - F + MP Upward Ball - Charge Down for 2 secs, Up + any Kick (SF2T and up) Backstep Ball - Charge Back for 2 secs, Forward + any Kick (SSF2 / ST only) Slide - DF + HP (ST only) Hop - Back or Forward + press all Kicks (ST only) Ground Roll - Charge Back for 2 secs, Forward, Back, Forward + any Punch (ST only) Combos: [SF2] Jump in HK, standing MP, standing HK standing HP (2 hits) [CE] Cross-up MP, standing MP, MP Electricity Jump in HK, standing MP, crouching HP [SF2T] HK Upward Ball, standing MP, HK Upward Ball Cross-up MK, standing MP x 2, crouching HP [SSF2] Cross-up MK, Headbutt, MP Electricity Jump in HK, crouching MK, MK Upward Ball [ST] Jump in MK, crouching MK x 2, HP Ball Cross-up LK, standing MP, Headbutt Notes: [SF2] don't use! [CE] don't use! [SF2T] Great speed. Great throw range. Upward ball hits on the way down, great for throw mix-ups. [SSF2] Backstep Ball gained. Nothing good here. [ST] Slide / Hop gained. Slide can pass any fireball. Hop is great for throw mix-ups. You can also fill super meter faster by hopping. Excellent throw range. Best version: ST, SF2T Basic Strategy: His bite is mostly his game. His throw range is quite big, he can bite from a great distance. With hop it makes it even easier to bite someone. Against fireballers his jumping HK has great reach to hit every character. Use slide to pass fireballs. - Zangief - -------------------------------------------------------------------------------- Lariat - press all Punches Kick Lariat - press all Kicks (SF2T only) Spinning Pile Driver - 360 + P Body Splash - Jump, D + HP Headbutt - Up + MP or HP on the way up Knee Press - Jump D + LK (SF2T and up) German Suplex - 360 + K (SSF2 / ST) Flying Powerbomb - from distance, 360 + K (SSF2 / ST only) Glow Hand - F, DF, D + any Punch (ST only) Final Atomic Buster - 720 + any Punch (ST only) Combos: [SF2] Cross-up D + HP, crouching LP x 3, crouching HK standing LK, crouching HK [CE] Cross-up D + HP, standing MP, standing MK, crouching HK Cross-up D + HP, crouching MK, Lariat [SF2T] Cross-up D + HP, crouching LP x 2, standing HP crouching LP x 2, standing LK, crouching HP [SSF2] Cross-up D + HP, crouching LP x 2, standing LK, standing HK Cross-up D + HP, standing MK, standing LP, crouching LP, crouching HK [ST] Cross-up D + HP, standing LP, crouching MK, Glow Hand Cross-up D + HP, crouching LP x 4, standing LP, Glow Hand Notes: [SF2] Spinning Pile Driver doesn't push you back far in this one. [CE] can move back or forward during Lariat. [SF2T] Kick Lariat gained, makes you invincible to crouching attacks. It also recovers faster then Punch Lariat. [SSF2] loses Kick Lariat [ST] Glow Hand gained, can eat all fireballs (except Ryu's super). Best version: SF2T, ST Basic Strategy: Spinning Pile Driver is his game. You have to be close to do anything so use Lariats/Glow hand to pass through fireballs. You must master Zangief's range of his Spinning Pile Driver to do any damage. Use crouching LK, LP and standing LK and buffer the 360. Ticks is key. Mix it up and keep them guessing on what you do. Body Splash, Knee Press and jumping LK are great air moves to land Spinning Pile Driver also. 720 does great damage. - Guile - -------------------------------------------------------------------------------- Sonic Boom - Charge Back for 2 secs, Forward + any Punch Flash Kick - Charge Down for 2 secs, Up + any Kick Knee - Back or Forward + MK (SF2 to SSF2) Downward Spin Kick - close, Back or Forward + HK Knee - Back or Forward + LK (ST only) Spin Kick - Back or Forward + MK (ST only) Double Flash Kick - Charge DB for 2 secs, DF, DB, UF + any Kick (ST only) Combos: [SF2] close: keep pressing standing LP until dizzy corner only: Knee (B + MK), standing HP, HP Sonic Boom [CE] Jump in HP, crouching MP, LK Flash Kick crouching LK x 4, standing HP [SF2T] corner only: Jump in HP, standing HP, HP Sonic Boom, standing HP crouching LK, standing MP, HK Flash Kick [SSF2] corner only: crouching MK, standing HP, HP Sonic Boom, standing HP Jump in HK, crouching LP, standing HP, HK Flash Kick [ST] corner only: HP Sonic Boom, crouching LP, standing LP, LP Sonic Boom, crouching LK, Knee (F + MK) Cross-up LK, crouching x 2 LK, standing LK, Double Flash Kick Notes: [SF2] Easy standing LP dizzy combos, can re-dizzy. [CE] Defensive powerhouse. Keep characters away with Sonic Boombs, crouching MK's, standing HK's or crouching HP's. [SF2T] Plays almost the same as CE version [SSF2] some of his chains are missing. Overall not good. [ST] some of his normal moves change. Good offensively. 2nd best Guile. Best version: CE / SF2T, ST Basic Strategy: Sonic Boom's is his main game. Keeping away people is the key to Guile winning. Keep opponents away with crouching HP and MK. When you wake up and a opponent throws a fireball near you you can LK Flash Kick and it will hit them. Wakeup LK Flash Kick is great but use sparingly. You can Double Flashkick on wakeup as well. Guile can cross up with LK for combo possibilities. Upclose fireball wars Guile can standing HP (the backfist) when a fireball and his Sonic Boom collide. - Dhalsim - -------------------------------------------------------------------------------- Yoga Fire - D, DF, F + any Punch Yoga Flame - B, DB, D, DF, F + any Punch Teleport - F, D, DF or B, D, DB any Punch or Kick (SF2T and up) Head Drill - Jump + HP (in SF2 do it at the peak of the jump) Drill Kick - Jump + HK (in SF2 do it at the peak of the jump) Slide - D + any Kick Yoga Blast - B, DB, D, DF, F + any Kick (ST only) Yoga Inferno - B, DB, D, DF, F x 2 + any Punch (ST only) Combos: [SF2] LP Yoga Fire, standing HK [CE] crouching MK x 2 [SF2T] crouching MK, MP Yoga Fire [SSF2] LP Yoga Fire, standing HP [ST] corner only: (not to close) LP Yoga Fire, Head Drill after a Noogie throw: walk forward, HK Drill Kick, DB + MK LK Slide, Yoga Inferno Notes: [SF2] Drills needs to be done at peak of the jump. Can do LK/MK slide into Noogie (MP throw) loops. [CE] Has better drill control. Kick drills can stop Honda's Headbutt or Psycho Crusher. Most standing attacks are good for anti airs. [SF2T] Gained Teleport. Can use to escape while getting up. Dhalsim moves are weaker. [SSF2] Drills angle a bit. Can counter fireballs better. Plays the same as ST. [ST] Normal moves changed a bit. Can control limbs from any distance. Gained Yoga Blast. Best version: ST Basic Strategy: Keeping your distance is the best way to play Dhalsim. Mix up Yoga Fire and limbs if they try to jump in on you. His slides can pass all fireballs except low Tiger shots. Use this upclose and mix in limbs and fire. In later games his drills can beat most fireballers if timed correctly. His noogie trap is his excellent throw loop. To do this do a MP throw, then LK slide, and MP throw again. Be careful though because it can be dragon punched out of if you mess up. Another great strategy is to mix up LP Yoga Flame and Yoga Fire in the corner. Flame is fast so you can repeat it a couple of times. If you feel like they will jump then do a Blast or a anti-air normal like B + LP or B + MK. - T.Hawk - -------------------------------------------------------------------------------- Hawk Dive - in air, press all Punches Storm Hammer - 360 + any Punch Thunderstrike - F, D, DF + any Punch Body Press - in air, D + HP Double Typhoon - 720 + any Punch (ST only) Combos: [SSF2] Cross-up MK, standing MP, HP Thunderstrike Cross-up D + HP, crouching LP, standing MK, LP Thunderstrike [ST] Cross-up MK, crouching MK, crouching LP, HP Thunderstrike Cross-up MK, crouching LP x 2, standing LP, LP Thunderstrike Notes: [SSF2] standing HK hits crouched opponents. Body press crosses up. [ST] Body press still crosses up but its harder to pull off. Old T.Hawk's Thunderstrike has more invincibility and can go through fireballs. Best version: ST, Old T.Hawk Basic Strategy: Like Zangief his main attack is his 360. To land it master his jumping LP into 360. Jumping LP has great priority. Crouching LP's and LK's are also great for ticks into 360. His Hawk Dive is use to trick fireballers into throwing projectiles. If you land one do a other to get close to your opponent. - Cammy - -------------------------------------------------------------------------------- Spin Knuckle - B, DB, D, DF, F + any Punch Cannon Drill - D, DF, F + any Kick Cannon Spike - F, D, DF + any Kick Hooligan - B, DB, D, DF, F, UF + any Punch (ST only) Throw - during Hooligan press Kick Cancel - during Hooligan press Kick before she begins the downward part Spin Drive Smasher - D, DF, F x 2 + any Kick (ST only) Combos: [SSF2] Cross-up HP, standing HP, crouching MK, HK Cannon Drill Jump in HK, standing HP, HK Cannon Spike [ST] Cross-up LK, crouching MP, standing HP, HK Cannon Drill Jump in HK, crouching MP, crouching MK, Spin Drive Smasher Notes: [SSF2] Better Spin Knuckle [ST] Hooligan gained. Punch throw can be punished if teched. LP Spin Knuckle can go through fireballs only. Spin Drive can pass fireballs. Best version: ST Basic Strategy: Like Chun-Li her ground moves are excellent. Use crouching MK, standing MK and HP for pokes. Her jumping MP is a great priority move, it even trades with dragon punches. Jumping HK is good for dealing with fireballs. Hooligan can jump over fireballs if timed right. Learn to space Cannon Drill so it can't be punished. Cannon Spike can beat lunge attacks like Bison's Psycho Crusher, Dhalsim's Drill, Honda's Headbutt, Balrog's Rushes, Blanka's Ball. Cross-up LK can lead to big combos. - Fei Long - -------------------------------------------------------------------------------- Rekka Ken - D, DF, F + any Punch (up to 3 times) Rising Kick - B, D, DB + any Kick Roundhouse Hop - F + HK Forward Hop - Back or Forward + MK Arc Kick - B, DB, D, DF, F, UF + any Kick (ST only) Super Rekka Ken - D, DF, F x 2 + any Punch (ST only) Combos: [SSF2] Jump in HP, crouching LP, standing HP, HP Rekka Ken x 3 Roundhouse Hop, crouching HP [ST] Old Fei only: standing MP, crouching MP, HP Rekka Ken x 3 Old Fei only: crouching HP, crouching LK, HP Rekka Ken x 3 Cross-up MK, standing MP, Rising Kick Arc Kick, standing LP, crouching LP, Super Rekka Ken, Arc Kick when a opponent rises: crouching HP x 2 Notes: [SSF2] Good ground moves. Rekka does great damage. [ST] Arc Kick gained, better to deal with fireballs. Best version: ST Basic Strategy: He plays the best when you're upclose to your opponent. Apply pressure with Rekka mix-ups and Arc Kicks. LK Rising Kick on wake-up is a great option near a opponent. Try to get your opponent in the corner. Fei works best in the corner. Use his super in the corner for best results during mix-ups. His crouching HP is his best poke. It can also be combo'd twice on a rising opponent. Standing MP, HP, and MK are his best close up attacks. O.Fei Long can buffer his crouching LK, MK, and MP into Rekka Ken's. Remember his super can pass fireballs. - Dee Jay - -------------------------------------------------------------------------------- Max Out - Charge Back for 2 secs, Forward + any Punch Dread Kick - Charge Back for 2 secs, Forward + any Kick Hyper Fist - Charge Down for 2 secs, Up + any Punch, press P rapidly Knee Shot - In air, D + LK Jacknife - Charge Down for 2 secs, Up + any Kick (ST only) Dread Carnival - Charge Back for 2 secs, Forward, Back, Forward + any Kick (ST only) Combos: [SSF2] Cross-Up MK, crouching LP X 3, standing MP, HK Dread Kick Cross-Up MK, crouching MP, standing MP, HP Max Out [ST] Cross-Up MK, crouching LP, crouching HP, Hyper Fist Cross-Up MK, crouching MP, crouching LK, HK Jacknife, Dread Carnival Notes: [SSF2] Hyper Fist can go through fireballs, also a good anti-air option. [ST] Hyper Fist can't go through fireballs. 2 Jacknife's can be juggled. Best version: ST Basic Strategy: Another pressure character. He works best when your close / mid- range to your opponent. His Max Out is somewhat slow during start up but fast when its out. Use this in conjuction with crouching HK to get close. If you're in a fireball war his jumping HK is excellent from afar and it connects. His jumping LP can beat out Honda's Headbutt, Blanka's Ball, and Bison's Crusher. LK Jacknife is great on wake-up. LK Dread Kick goes over crouching attacks. Hyper Fist can dizzy easy, use only in combo. Crouching HP can be used as an anti-air attack and is good against other normal attacks. Remember his super can pass fireballs (fireball has to near though). - Balrog - -------------------------------------------------------------------------------- Turn Around Punch - Hold all 3 Punches or Kicks, release (longer the hold the more damage it does) Dash Straight - Charge Back for 2 secs, Forward + any Punch Dash Uppercut - Charge Back for 2 secs, Forward + any Kick Buffalo Headbutt - Charge Down for 2 secs, Up + any Punch (SSF2 / ST only) Dash Low - Charge Back for 2 secs, DF + any Punch (ST only) Crazy Buffalo - Charge Back for 2 secs, Forward, Back, Forward + any Kick or Punch (ST only) Combos: [CE] Jump in HK, crouching MK, LP Dash Straight corner only: crouching LK, standing LK, LK Dash Uppercut, crouching LK, LK Dash Uppercut, standing HP [SF2T] crouching LK x 2, standing LK, LK Dash Uppercut, crouching HK Jump in HP, crouching LP x 4, standing LP, LP Dash Straight [SSF2] Jump in HP, crouching LP, LP Buffalo Headbutt Jump in HK, crouching LP x 3, LP Dash Straight [ST] Jump in MK, crouching MK, crouching MP, LP Dash Low crouching LP x 4, Crazy Buffalo Notes: [CE] You can walk under someone after a throw. Good for mix-ups. [SF2T] Turn Around Punch is invincible against low attacks and fireballs if it is charged for less then 2 secs. [SSF2] Turn Around Punch is no longer invincible and doesn't go through fireballs. Gained Buffalo Headbutt which can go through fireballs. [ST] Gained Low Dash Punch. He can float in the air with Up + HP and move the stick forward or back. Good with dealing with fireballs. Glitch Dash Uppercut: Input the Dash Uppercut command and then press and B + F any Punch (when your Super meter is full) Best version: ST Basic Strategy: Total rush down character. Using dashes is his main way to apply pressure on your opponent. Headbutt throw is also key to his game. You can also walk under them after a throw. Do crouching MK, crouching MP, Low dash combo when you walk under. His Crazy Buffalo is one of the most damaging supers in the game. Use it in conjuction with the Glitch Uppercut trick (ST only). If you choose to play Balrog more slower then learning his Turn Around Punch is key. 2 and 3 TAP's can do decent damage and can trade with most moves in the game. This does limit your play since you have to hold down 3 buttons at a time. Learn to place your bottom of your fingers (directly above the lower joints) to charge kick TAP and use your fingertips for punch buttons. Place your fingers over the 3 rows so that all 6 buttons are pressed. Now try to lift the top of your fingers while still holding the lower column (kick buttons) in place. Bait fireballers and do his super, it will pass through and you can do it from a long reach and it will still connect. - Vega - -------------------------------------------------------------------------------- Rolling Crystal Flash - Charge Back for 2 secs, Forward + any Punch Flying Barcelona Attack - Charge Down for 2 secs, Up + any Kick Izuna Drop - Charge Down for 2 secs, Up + any Kick, Forward + Punch Backflip - Back, Back (CE only) - Press all 3 Punches (SF2T and up) Sky High Claw - Charge Down for 2 secs, Up + any Punch (SSF2 / ST) Flip Kick - Charge Back for 2 secs, Forward + any Kick (ST only) Backflip - Press all 3 Kicks (ST only) (Quicker then 3 Punches) Rolling Izuna Drop - Charge DB, DF, DB, UF + any Kick, Forward + any Punch (ST only) Combos: [CE] crouching MK x 2, crouching MP close: crouching LP, HP Rolling Crystal Flash, standing HP [SF2T] Jump in HK, standing MP, standing MK Cross-up HK, crouching MK x 2, crouching MP [SSF2] You have to be in corner: Vertical Jump HP, crouching MP, HP Sky High. Wall Jump, in air HK, crouching LP, MP Rolling Crystal Flash, crouching MP [ST] crouching MK, Flip Kick Jump in HP, standing HP, crouching MP Jump in MP, crouching MK, crouching MP when a opponent jumps at you: Flip Kick x 2 Notes: [CE] Highest damaging throw. Rolling Crystal combos. [SF2T] Toned down a bit. Not great. [SSF2] Standing HP is now long range. Rolling Crystal doesn't combo sometimes. [ST] Gained Flip Kick and Sky High. Flip Kick can be juggled twice. Best version: CE, ST Basic Strategy: Vega is mostly a poker. His main normals to use are crouching MP, MK, and crouching HK slide. They are quick and have great priority. His Flying Barcelona can be tricky for some players to block successfully. Use it when you knock down a opponent. You can control the attack to hit from the front or the back of a opponent. Mix up this attack to keep them guessing which way to block. Standing HK, crouching HP are great anti-airs. - Sagat - -------------------------------------------------------------------------------- Tiger Shot - D, DF, F + any Punch Ground Tiger Shot - D, DF, F + any Kick Tiger Uppercut - F, D, DF + any Punch Tiger Knee - DB, D, DF, F, UF + any Kick Tiger Genocide - D, DF, F x 2 + any Punch (ST only) Combos: [CE] crouching MP, crouching LK, HK Tiger Shot Jump in HK, standing LK, HK Tiger Knee [SF2T] Jump in HK, crouching LK, HP Tiger Uppercut Cross-up LK, crouching MP, HP Tiger Uppercut [SSF2] Jump in HP, standing HK, HP Tiger Uppercut Jump in LK, standing LP, standing LK (one hit), HK Tiger Knee [ST] old Sagat only: Cross-up LK, crouching LP, standing LK (2 hits), HK Tiger Knee corner only: Jump in HK, standing HP, HP Tiger Uppercut x 2 Jump in HP, crouching MK, Tiger Genocide, HP Tiger Uppercut x 2 Notes: [CE] Short recovery on Tiger Shots. Standing HK is good for anti airs. [SF2T] Toned down a bit. Not great. [SSF2] Standing close kicks can be combo'd. Tiger Knee modified. Uppercut hits multiple time. [ST] Weak Tiger Uppercut. Slowed down Tiger Shot, speed and recovery. Old Sagat is superior. O.Sagat has faster Tiger Shots, 2-in-1 close kicks that can be combo'd, better Uppercut, also a cross-up LK. Best version. Tiger Genocide can pass by fireballs. Best version: Old Sagat Basic Strategy: If you're playing O.Sagat (which is the only version of him you should play) his whole game consist of staying away and doing Tiger Shots. His Tiger Shots is extremely fast and has little to no recovery time so you can release another right after another. Also all his kicks can be combo'd into, even the 2-in-1's. You play him just like Ken/Ryu's fireball game but from afar. Tiger Knee's can jump over Sonic Boom's upclose. - M.Bison - -------------------------------------------------------------------------------- Psycho Crusher - Charge Back for 2 secs, Forward + any Punch Scissor Kicks - Charge Back for 2 secs, Forward + any Kick Head Press - Charge Down for 2 secs, Up + any Kick Skull Diver - after Head Press, press any Punch (CE / SF2T only) Skull Diver - Charge Down for 2 secs, Up + any Punch, press P again (SSF2 / ST only) Scissor Nightmare - Charge Back for 2 secs, Forward, Back, Forward + any Kick (ST only) Combos: [CE] crouching LP, standing LP, MK Scissor, standing LP, HP Psycho Crusher crouching LP x 2, standing LP, MK Scissor, crouching MP, standing MK [SF2T] Cross-up HK, crouching LP, DB + LP (charge), standing LP, HP Psycho Crusher Skull Diver, crouching HK [SSF2] Jump in HP, standing MP, HP Psycho Crusher Jump in MK, standing LK x 2, HK Scissor Kicks [ST] when a opponent jumps at you: jumping MP x 3, Scissor Nightmare close: charge back, standing LK, crouching MK, MK Scissor Kicks Jump in HP, crouching MP, HP Psycho Crusher when a opponent rises: crouching MK, standing HK Jump in HK, crouching LP x 2, standing LP, Scissor Nightmare, jumping MP Notes: [CE] Block damage on Psycho Crusher is high. Combos can re-dizzy and can lock down a opponent in the corner who blocks them repeatedly. [SF2T] Weakened. No re-dizzy combos. LP Psycho Crusher upclose can sometimes hit a opponent who gets up and trys to block. [SSF2] Improved a little from SF2T but not great. [ST] Gained a juggling jumping MP. Standing MK and HK are great pokes, they can stuff fireballs from coming out if timed right. Use Scissor Nightmare when rising to escape if needed, it's a great reversal move. Crouching MK is a great move to use when a opponent rises, hard to dragon punch out of. Jumping MK can be used as a overhead when a opponent rises or crouches. Best version: CE, ST Basic Strategy: If you're going to play CE version he can re-dizzy quite easily with the combos listed above. If blocked the combo can lockdown most opponents and theres no way to escape it! A blocked Crusher does 4 hits and the chip damage is the same has the arcade version of CE. In ST he has one of the best ticking games and can control the mid range with his high priority standing kicks. Standing LK to throw ticks is a great tool you should use often. To dodge fireballs it's best to jump straight up then to jump at a opponent. Bison's jump is quite floaty and can be punished. The corner is not Bison's friend. He can be trapped by fireballs and it is hard for him to escape it. If you try to Head Press out of the corner you can get hit by close fireballs because the Press has bad startup. Also the only reversal Bison has is his Super move. Other then that you can be punished on wakeup. Also his super can pass fireballs. After a opponent tech your throws try a crouching HK slide before they land to sweep them. - Akuma - -------------------------------------------------------------------------------- Fireball - D, DF, F + any Punch (can also be done in air) Hurricane - D, DB, B + any Kick Dragon Punch - F, D, DF + any Punch Red Fireball - B, DF, D, DF, F + any Punch Combos: [ST] Jump in HK, crouching MK, Red Fireball Cross-up HK, crouching MK, HK Hurricane, LP Dragon Punch LP Air Fireball, standing HP, Red Fireball opponent in corner: LP Air Fireball, Jump in HP, jump up HP Air Fireball, crouching MP, standing MP, HK Hurricane, MP Dragon Punch Notes: [ST] Cheapest character in the game. He's crazy fast and can kill quickly. Air Fireballs and Red Fireballs can lock down opponents. How to pick Akuma: On the character selection screen, Select Super Turbo as your fighting style then highlight Ryu for 5-7 seconds, then quickly go right and highlight T.Hawk for 5-7 seconds then hit left and highlight Guile for 5-7 seconds, now quickly highlight Cammy by going down and then right and highlight her for 5-7 seconds, finally quickly highlight Ryu by going right to Ken then up to Ryu and stay on Ryu for 5-7 seconds. Now finally end it by pressing start and then press all 3 punches, you basically have a milisecond before hitting all 3 punches in order to get Akuma. Basic Strategy: He's banned from tournaments and casual players might be mad at you if you pick him. He's just cheap! -------------------------------------------------------------------------------- S P E C I A L T H A N K S | ------------------------------ GGPO.net - Play online ST and other games. The best online experience ever. How I got most of my strategy. http://ggpo.net Shoryuken.com Wiki - Extra info I added to the FAQ. Go there for character match up's strategy and other info. http://www.shoryuken.com/wiki/index.php Street Fighter Anniversary Collection Guide - A great starting guide to get into Street Fighter. Pick it up! -------------------------------------------------------------------------------- Copyright 2008 - MJ (goforbrokehub@yahoo.com) This FAQ was created by MJ. It may freely be saved to your hard drive, or printed, if it is not used for monetary transactions. You may post it on a Website if you e-mail me first to inform me of this, no changes are made, and that I am given credit for this FAQ. I reserve the right to require any website hosting this work to remove it. Hyper Street Fighter II Developed by Capcom 2004. All Rights Reserved.
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